5 research outputs found

    Polarization of Panji Tradition in the Visualization of Archipelago Puppet: A Comparison of Panji-themed Puppet Characters in Indonesia and Malaysia

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    Panji-themed puppets are puppets that enact a story from the panaji chronicle. These puppets are found across the island of java and several other areas in the archipelago. Panji-themed puppets can be found in krucil puppetry in java and in siamese puppetry in kelantan Malaysia. While a krucil puppet uses a panji story as the main story, in siamese puppetry, a panji story is the branch of the story. The difference in the characters of a krucil puppet and a siamese puppet is related to the interaction of panji tradition with local traditions. Keywords: Panji tradition, puppet, Indonesi

    The Development of the Wayang Panji Nusantara Network Model to Strengthen the Articulation of the Panji Culture in Southeast Asia

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    Wayang Panji is a puppet based on Panji stories that developed in Southeast Asia. The story of Panji in the art of wayang is found in Malang mask puppet art, Krucil Kediri puppets, Madurese puppeteers’ puppets, Banjar Kalimantan puppets, Thai Siamese puppets, and wayang puppets in Kelantan Malaysia. The development of Panji culture in Indonesia has been partly through the Panji Nusantara Week activity, which is held once a year, and features performances of Panji-themed arts in several cities in Indonesia. The Panji Cultural Week, which has been held for the past few years, has yet to touch all areas of Panji-themed art, both in Indonesia and abroad. Panji wayang art, which is one of the Panji cultural products, is overlooked by practitioners of Panji culture, even though Panji wayang art is spread across several regions in Indonesia and in several Southeast Asian countries. This research sought to develop Panji-themed wayang art in the Southeast Asian region, so that it has parallels with other Panji-themed arts, through the development of the Panji wayang network in the Southeast Asian region. The Panji Nusantara wayang network aims to build cultural communication between actors and observers of Panji wayang art in the Southeast Asia region and serve as a publication media for Panji puppets for the general public. The cultural communication media was formed as a virtual collaborative performance event, while the wayang Panji publication media is in the form of a digital application-based platform that contains a database for the Panji Nusantara puppet, profiles of the Panji wayang artists, and a roster of the performance activities. This research used the Willis design development method combined with ethnographic methods. The research data were collected in East Java and Kelantan Malaysia. Keywords: Development, puppet, panji nusantara, southeast asi

    DESAIN TEMATIK GAME EDUKASI UNTUK PENINGKATAN NILAI KEPEDULIAN DAN KETEKUNAN PADA KARAKTER ANAK DENGAN MODEL ASINKRON

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    According to the Indonesian Ministry of Communication and Informatics data, at least 30 million children and adolescents in Indonesia are internet users, and digital media is currently the main choice of communication channels they use. One of the content that is the choice of users, especially children, is an interactive game. There is a strong assumption that interactive games can inhibit children's education, which makes children lazy to learn. The other side of character education is a target of the Indonesian government. Education about caring and perseverance is an important topic for children's character education. This article will discuss thematic learning media for raising children's awareness and perseverance which combines "game" and "learning" which are packaged with asynchronous models. Asynchronous was chosen because this character education still requires students to meet and discuss with teachers to find out the results of this education. This research is through a descriptive procedural research model, which outlines the steps that must be followed to produce a product. The data obtained in this design was taken by data observation, interview and documentation methods. Data observation method consists of visual data, library data and survey target audience. With the improvement of educational game design to increase children's care and perseverance, there will be an introduction, pattern and knowledge that can improve the character of children in life. This research can also be a guide for character education or one of the learning materials

    PRODUKSI SOUVENIR HIASAN PINTU KULKAS DENGAN CETAKAN DARI SILICON SEALANT SEBAGAI BENTUK PERAN MASYARAKAT DALAM MENDUKUNG KAMPUNG SANAN SEBAGAI DESTINASI WISATA TEMATIK

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    PRODUKSI SOUVENIR HIASAN PINTU KULKAS DENGAN CETAKAN DARI SILICONSEALANT SEBAGAI BENTUK PERAN MASYARAKAT DALAM MENDUKUNGKAMPUNG SANAN SEBAGAI DESTINASI WISATA TEMATI

    Stone Tiles: Unique Souvenirs for the Sanan Malang Educational Tourism Destination

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    Malang has several thematic tourist destinations, one of which is the village of Sanan. Sanan is known as an educational tourism destination. As the center of the tempe industry, the people of Sanan are able to process tempe into 50 types of preparations, such as tempeh chips with various flavors, tempeh satay, mendol sticks, tempeh brownies, dry tempeh, and nata de soya. Some Sanan people also use the soybean waste to feed their cattle. Many local tourists visit Sanan Village, including school students, university students, employees from government and private agencies, civilian officials, military officers and businessmen. Unfortunately, this tourist destination does not yet have any unique souvenirs which represent the identity of Sanan, and can be used for promotion and as keepsakes for tourists. Because of this, a group of mothers who are members of the Sanan community were given training to make special souvenirs in the form of decorative stones or painting stones with the medium of andesite stone tiles. Keywords: souvenirs, Sanan, decorative stone
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